Remove references to old sample_texture function (#17195)
# Objective
Remove some outdated docs from 0.15 that mention a removed function.
## Solution
In `pbr_functions.wgsl`, I think it's fine to just remove the mention.
In `meshlet/asset.rs`, I think it would be nice to still have a note on
how texture samples should be done. Unfortunately, there isn't a nice
abstraction for it any more. Current workaround, for reference:
b386d08d0f/crates/bevy_pbr/src/render/pbr_fragment.wgsl (L184-L208)
For now, I've just removed the mention.
			
			
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				| @ -31,7 +31,6 @@ pub const MESHLET_MESH_ASSET_VERSION: u64 = 1; | |||||||
| /// * Do not use normal maps baked from higher-poly geometry. Use the high-poly geometry directly and skip the normal map.
 | /// * Do not use normal maps baked from higher-poly geometry. Use the high-poly geometry directly and skip the normal map.
 | ||||||
| ///   * If additional detail is needed, a smaller tiling normal map not baked from a mesh is ok.
 | ///   * If additional detail is needed, a smaller tiling normal map not baked from a mesh is ok.
 | ||||||
| /// * Material shaders must not use builtin functions that automatically calculate derivatives <https://gpuweb.github.io/gpuweb/wgsl/#derivatives>.
 | /// * Material shaders must not use builtin functions that automatically calculate derivatives <https://gpuweb.github.io/gpuweb/wgsl/#derivatives>.
 | ||||||
| ///   * Use `pbr_functions::sample_texture` to sample textures instead.
 |  | ||||||
| ///   * Performing manual arithmetic on texture coordinates (UVs) is forbidden. Use the chain-rule version of arithmetic functions instead (TODO: not yet implemented).
 | ///   * Performing manual arithmetic on texture coordinates (UVs) is forbidden. Use the chain-rule version of arithmetic functions instead (TODO: not yet implemented).
 | ||||||
| /// * Limited control over [`bevy_render::render_resource::RenderPipelineDescriptor`] attributes.
 | /// * Limited control over [`bevy_render::render_resource::RenderPipelineDescriptor`] attributes.
 | ||||||
| /// * Materials must use the [`crate::Material::meshlet_mesh_fragment_shader`] method (and similar variants for prepass/deferred shaders)
 | /// * Materials must use the [`crate::Material::meshlet_mesh_fragment_shader`] method (and similar variants for prepass/deferred shaders)
 | ||||||
|  | |||||||
| @ -33,9 +33,8 @@ | |||||||
| #endif | #endif | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| // Biasing info needed to sample from a texture when calling `sample_texture`. | // Biasing info needed to sample from a texture. How this is done depends on | ||||||
| // How this is done depends on whether we're rendering meshlets or regular | // whether we're rendering meshlets or regular meshes. | ||||||
| // meshes. |  | ||||||
| struct SampleBias { | struct SampleBias { | ||||||
| #ifdef MESHLET_MESH_MATERIAL_PASS | #ifdef MESHLET_MESH_MATERIAL_PASS | ||||||
|     ddx_uv: vec2<f32>, |     ddx_uv: vec2<f32>, | ||||||
|  | |||||||
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	 Alex Habich
						Alex Habich